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4bc7377727
This adds a #define for gl_PointCoord to all shaders so that it can be accessed with a name in the Cogl namespace. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit c28fc054788e88627bcc2346f4c4c368870ff777)
81 lines
2.6 KiB
C
81 lines
2.6 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_SHADER_BOILERPLATE_H
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#define __COGL_SHADER_BOILERPLATE_H
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#define _COGL_COMMON_SHADER_BOILERPLATE \
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"#define COGL_VERSION 100\n" \
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"\n" \
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"uniform mat4 cogl_modelview_matrix;\n" \
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"uniform mat4 cogl_modelview_projection_matrix;\n" \
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"uniform mat4 cogl_projection_matrix;\n"
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/* This declares all of the variables that we might need. This is
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* working on the assumption that the compiler will optimise them out
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* if they are not actually used. The GLSL spec at least implies that
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* this will happen for varyings but it doesn't explicitly so for
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* attributes */
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#define _COGL_VERTEX_SHADER_BOILERPLATE \
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_COGL_COMMON_SHADER_BOILERPLATE \
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"#define cogl_color_out _cogl_color\n" \
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"varying vec4 _cogl_color;\n" \
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"#define cogl_tex_coord_out _cogl_tex_coord\n" \
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"#define cogl_position_out gl_Position\n" \
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"#define cogl_point_size_out gl_PointSize\n" \
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"\n" \
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"attribute vec4 cogl_color_in;\n" \
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"attribute vec4 cogl_position_in;\n" \
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"#define cogl_tex_coord_in cogl_tex_coord0_in;\n" \
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"attribute vec3 cogl_normal_in;\n"
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#define _COGL_FRAGMENT_SHADER_BOILERPLATE \
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"#ifdef GL_ES\n" \
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"precision highp float;\n" \
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"#endif\n" \
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_COGL_COMMON_SHADER_BOILERPLATE \
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"\n" \
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"varying vec4 _cogl_color;\n" \
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"\n" \
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"#define cogl_color_in _cogl_color\n" \
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"#define cogl_tex_coord_in _cogl_tex_coord\n" \
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"\n" \
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"#define cogl_color_out gl_FragColor\n" \
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"#define cogl_depth_out gl_FragDepth\n" \
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"\n" \
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"#define cogl_front_facing gl_FrontFacing\n" \
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"\n" \
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"#define cogl_point_coord gl_PointCoord\n"
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#if 0
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/* GLSL 1.2 has a bottom left origin, though later versions
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* allow use of an origin_upper_left keyword which would be
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* more appropriate for Cogl. */
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"#define coglFragCoord gl_FragCoord\n"
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#endif
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#endif /* __COGL_SHADER_BOILERPLATE_H */
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